##### Crawl Init file ###############################################
# For descriptions of all options, as well as some more in-depth information
# on setting them, consult the file
# options_guide.txt
# in your /docs directory. If you can't find it, the file is also available
# online at:
# https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt
#
# Crawl uses the first file of the following list as its option file:
# * init.txt in the -rcdir directory (if specified)
# * .crawlrc in the -rcdir directory (if specified)
# * init.txt (in the Crawl directory)
# * ~/.crawl/init.txt (Unix only)
# * ~/.crawlrc (Unix only)
# * ~/init.txt (Unix only)
# * settings/init.txt (in the Crawl directory)
##### Some basic explanation of option syntax #######################
# Lines beginning with '#' are comments. The basic syntax is:
#
# field = value or field.subfield = value
#
# Only one specification is allowed per line.
#
# The terms are typically case-insensitive except in the fairly obvious
# cases (the character's name and specifying files or directories when
# on a system that has case-sensitive filenames).
#
# White space is stripped from the beginning and end of the line, as
# well as immediately before and after the '='. If the option allows
# multiple comma/semicolon-separated terms (such as
# autopickup_exceptions), all whitespace around the separator is also
# trimmed. All other whitespace is left intact.
#
# There are three broad types of Crawl options: true/false values (booleans),
# arbitrary values, and lists of values. The first two types use only the
# simple =, with later options - which includes your options that are different
# from the defaults - overriding earlier ones. List options allow using +=, ^=,
# -=, and = to append, prepend, remove, and reset, respectively. Usually you will
# want to use += to add to a list option. Lastly, there is := which you can use
# to create an alias, like so:
# ae := autopickup_exceptions
# From there on, 'ae' will be treated as if it you typed autopickup_exceptions,
# so you can save time typing it.
#
##### Other files ###################################################
# You can include other files from your options file using the 'include'
# option. Crawl will treat it as if you copied the whole text of that file
# into your options file in that spot. You can uncomment some of the following
# lines by removing the beginning '#' to include some of the other files in
# this folder.
# Some useful, more advanced options, implemented in LUA.
# include = advanced_optioneering.txt
# Alternative vi bindings for Dvorak users.
# include = dvorak_command_keys.txt
# Alternative vi bindings for Colemak users.
# include = colemak_command_keys.txt
# Alternative vi bindings for Neo users.
# include = neo_command_keys.txt
# Override the vi movement keys with a non-command.
# include = no_vi_command_keys.txt
# Turn the shift-vi keys into safe move, instead of run.
# include = safe_move_shift.txt
##### Ancient versions ##############################################
# If you're used to the interface of ancient versions of Crawl, you may
# get back parts of it by uncommenting the following options:
# include = 034_command_keys.txt
# And to revert monster glyph and colouring changes:
# include = 052_monster_glyphs.txt
# include = 060_monster_glyphs.txt
# include = 071_monster_glyphs.txt
# include = 080_monster_glyphs.txt
# include = 0.9_monster_glyphs.txt
# include = 0.12_monster_glyphs.txt
# include = 0.13_monster_glyphs.txt
# include = 0.14_monster_glyphs.txt
#include += RandomTiles.rc
#tile_display_mode = glyphs
default_manual_training = true
autofight_stop = 75
#{
# function ready()
# random_tile()
# end
#}
message_colour ^= lightmagenta:hisses
message_colour ^= lightmagenta:howl
message_colour ^= lightmagenta:moan
message_colour ^= lightmagenta:angry hiss
message_colour ^= lightmagenta:creak
message_colour ^= lightmagenta:bark
message_colour ^= lightmagenta:screech
message_colour ^= lightmagenta:squeal
message_colour ^= lightmagenta:shout
message_colour ^= lightmagenta:buzzes
message_colour ^= lightmagenta:trumpet
message_colour ^= lightmagenta:growl
message_colour ^= lightmagenta:bellow
message_colour ^=green:hit
message_colour ^=green:thump
message_colour ^=green:sock
message_colour ^=green:bludgeon
message_colour ^=green:scratch
message_colour ^=green:claw
message_colour ^=green:like a pancake
message_colour ^=green:puncture
message_colour ^=green:mangle
message_colour ^=green:bites
message_colour ^=green:invigorated
message_colour ^=green:freeze
message_colour ^=green:you tail
message_colour ^=green:burn
message_colour ^=green:you peck
message_colour ^=green:like a gong
message_colour ^=green:like a pig
message_colour ^=green:slash
message_colour ^=green:you drain
message_colour ^=green:drains
message_colour ^=green:thrash
message_colour ^=green:slice
message_colour ^=green:like an anvil
message_colour ^=green:is poisoned
message_colour ^=green:space bends
message_colour ^=green:you impale
message_colour ^=green:turns into a zombie
message_colour ^=green:lightning courses through
message_colour ^=green:caught in the net
message_colour ^=green:appears confused
message_colour ^=green:feel better
message_colour ^=green:like a grape
message_colour ^=green:you bite
message_colour ^=green:convulses
message_colour ^=green:seems to slow down
message_colour ^=green:you kick
message_colour ^=green:space warps horribly
message_colour ^=green:splashed with acid
message_colour ^=green:corrodes
message_colour ^=green:whack
message_colour ^=green:you eviscerate
message_colour ^=darkgrey:riposte
message_colour ^=darkgrey:block
message_colour ^=darkgrey:prevents you from
message_colour ^=darkgrey:prevent you from
message_colour ^=lightgreen:you kill
message_colour ^=lightgreen:you destroy
message_colour ^=lightgreen:more experienced
message_colour ^=blue:yourself speed up
message_colour ^=lightblue:you resist
message_colour ^=red:hits you
message_colour ^=red:bites you
message_colour ^=red:constricts you
message_colour ^=red:grabs you
message_colour ^=red:pecks you
message_colour ^=red:pecks you
message_colour ^=red:gores you
message_colour ^=red:freezes you
message_colour ^=red:burns you
message_colour ^=red:claws you
message_colour ^=red:shocks you
message_colour ^=red:pain shoots through your
message_colour ^=red:smites you
message_colour ^=red:you writhe
message_colour ^=red:you convulse
message_colour ^=lightred:horribly around you
message_colour ^=red:poisons you
message_colour ^=red:engulfs you
message_colour ^=red:your hands burn
message_colour ^=red:acid burns
message_colour ^=red:corrodes you
message_colour ^=red:you are splashed
message_colour ^=red:you feel sick
message_colour ^=red:wielding
message_colour ^=red:localized field
message_colour ^=grey:launches a
message_colour ^=lightred:flickers and vanishes
message_colour ^=lightred:seems to speed up
message_colour ^=lightred:you suddenly lose
message_colour ^=red:seems more agile
message_colour ^=lightred:goes berserk
message_colour ^=lightred:dies
message_colour ^=lightred:feel yourself slow
message_colour ^=yellow:suddenly seem different
message_colour ^=yellow:moves out of view
message_colour ^=darkgrey:but does no damage
message_colour ^=darkgrey:but do no damage
message_colour ^=darkgrey:miss
message_colour ^=darkgrey:you drop
message_colour ^=darkgrey:unknown
message_colour ^=darkgrey:butcher
message_colour ^=darkgrey:no target
message_colour ^=darkgrey:start resting
message_colour ^=darkgrey:detect nothing
message_colour ^= mute:leading down here
message_colour ^= mute:leading up here
message_colour ^= mute:door here
message_colour ^= mute:spattered with blood here
message_colour ^= mute:the floor here
message_colour ^= darkgrey:corpse disappears
message_colour ^= mute:raw flesh
message_colour ^= mute:really hit the spot
message_colour ^= mute:accepts your kill
message_colour ^= lightgrey:launches a dart
#tile_player_tile = mons:imperial myrmidon
<
function ready()
AnnounceDamage()
end
>
###############
# Damage Calc #
###############
<
local previous_hp = 0
local previous_mp = 0
local previous_form = ""
local was_berserk_last_turn = false
function AnnounceDamage()
local current_hp, max_hp = you.hp()
local current_mp, max_mp = you.mp()
--Things that increase hp/mp temporarily really mess with this
local current_form = you.transform()
local you_are_berserk = you.berserk()
local max_hp_increased = false
local max_hp_decreased = false
if (current_form ~= previous_form) then
if (previous_form:find("dragon") or
previous_form:find("statue") or
previous_form:find("tree") or
previous_form:find("ice")) then
max_hp_decreased = true
elseif (current_form:find("dragon") or
current_form:find("statue") or
current_form:find("tree") or
current_form:find("ice")) then
max_hp_increased = true
end
end
if (was_berserk_last_turn and not you_are_berserk) then
max_hp_decreased = true
elseif (you_are_berserk and not was_berserk_last_turn) then
max_hp_increased = true
end
--crawl.mpr(string.format("previous_form is: %s", previous_form))
--crawl.mpr(string.format("current_form is: %s", current_form))
--crawl.mpr(string.format("max_hp_increased is: %s", max_hp_increased and "True" or "False"))
--crawl.mpr(string.format("max_hp_decreased is: %s", max_hp_decreased and "True" or "False"))
--crawl.mpr(string:format("you_are_berserk is: %s", you_are_berserk and "True" or "False"))
--crawl.mpr(string:format("was_berserk_last_turn is: %s", was_berserk_last_turn and "True" or "False"))
--Skips message on initializing game
if previous_hp > 0 then
local hp_difference = previous_hp - current_hp
local mp_difference = previous_mp - current_mp
if max_hp_increased or max_hp_decreased then
if max_hp_increased then
crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.")
end
else
--On losing health
if (current_hp < previous_hp) then
if current_hp <= (max_hp * 0.50) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.75) then
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.")
end
if hp_difference > (max_hp * 0.20) then
crawl.mpr("MASSIVE DAMAGE!!")
end
end
--On gaining more than 1 health
if (current_hp > previous_hp) then
--Removes the negative sign
local health_inturn = (0 - hp_difference)
if (health_inturn > 1) and not (current_hp == max_hp) then
if current_hp <= (max_hp * 0.50) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
elseif current_hp <= (max_hp * 0.75) then
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
else
crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.")
end
end
end
--On gaining more than 1 magic
if (current_mp > previous_mp) then
--Removes the negative sign
local mp_inturn = (0 - mp_difference)
if (mp_inturn > 1) and not (current_mp == max_mp) then
if current_mp < (max_mp * 0.25) then
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
elseif current_mp < (max_mp * 0.50) then
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
else
crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.")
end
end
end
--On losing magic
if current_mp < previous_mp then
if current_mp <= (max_mp / 5) then
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
elseif current_mp <= (max_mp / 2) then
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
else
crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.")
end
end
end
end
--Set previous hp/mp and form at end of turn
previous_hp = current_hp
previous_mp = current_mp
previous_form = current_form
was_berserk_last_turn = you_are_berserk
end
>
explore_wall_bias = 5
$danger := lightred
$item_dmg := red
$warning := yellow
$boring := darkgrey
$negative := brown
$good := lightblue
$positive := green
$verypositive := lightgreen
$awesome := lightmagenta
$interface := cyan
$takesaction := blue
$godaction := magenta
$mp := lightcyan